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Add Entity get_texture_mod() to Lua API
[dragonfireclient.git] / src / script / lua_api / l_object.h
1 /*
2 Minetest
3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #ifndef L_OBJECT_H_
21 #define L_OBJECT_H_
22
23 #include "lua_api/l_base.h"
24 #include "irrlichttypes.h"
25
26 class ServerActiveObject;
27 class LuaEntitySAO;
28 class PlayerSAO;
29 class RemotePlayer;
30
31 /*
32         ObjectRef
33 */
34
35 class ObjectRef : public ModApiBase {
36 private:
37         ServerActiveObject *m_object;
38
39         static const char className[];
40         static const luaL_reg methods[];
41 public:
42         static ObjectRef *checkobject(lua_State *L, int narg);
43
44         static ServerActiveObject* getobject(ObjectRef *ref);
45 private:
46         static LuaEntitySAO* getluaobject(ObjectRef *ref);
47
48         static PlayerSAO* getplayersao(ObjectRef *ref);
49
50         static RemotePlayer *getplayer(ObjectRef *ref);
51
52         // Exported functions
53
54         // garbage collector
55         static int gc_object(lua_State *L);
56
57         // remove(self)
58         static int l_remove(lua_State *L);
59
60         // get_pos(self)
61         // returns: {x=num, y=num, z=num}
62         static int l_get_pos(lua_State *L);
63
64         // set_pos(self, pos)
65         static int l_set_pos(lua_State *L);
66
67         // move_to(self, pos, continuous=false)
68         static int l_move_to(lua_State *L);
69
70         // punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
71         static int l_punch(lua_State *L);
72
73         // right_click(self, clicker); clicker = an another ObjectRef
74         static int l_right_click(lua_State *L);
75
76         // set_hp(self, hp)
77         // hp = number of hitpoints (2 * number of hearts)
78         // returns: nil
79         static int l_set_hp(lua_State *L);
80
81         // get_hp(self)
82         // returns: number of hitpoints (2 * number of hearts)
83         // 0 if not applicable to this type of object
84         static int l_get_hp(lua_State *L);
85
86         // get_inventory(self)
87         static int l_get_inventory(lua_State *L);
88
89         // get_wield_list(self)
90         static int l_get_wield_list(lua_State *L);
91
92         // get_wield_index(self)
93         static int l_get_wield_index(lua_State *L);
94
95         // get_wielded_item(self)
96         static int l_get_wielded_item(lua_State *L);
97
98         // set_wielded_item(self, itemstack or itemstring or table or nil)
99         static int l_set_wielded_item(lua_State *L);
100
101         // set_armor_groups(self, groups)
102         static int l_set_armor_groups(lua_State *L);
103
104         // get_armor_groups(self)
105         static int l_get_armor_groups(lua_State *L);
106
107         // set_physics_override(self, physics_override_speed, physics_override_jump,
108         //                      physics_override_gravity, sneak, sneak_glitch)
109         static int l_set_physics_override(lua_State *L);
110
111         // get_physics_override(self)
112         static int l_get_physics_override(lua_State *L);
113
114         // set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
115         static int l_set_animation(lua_State *L);
116
117         // get_animation(self)
118         static int l_get_animation(lua_State *L);
119
120         // set_bone_position(self, std::string bone, v3f position, v3f rotation)
121         static int l_set_bone_position(lua_State *L);
122
123         // get_bone_position(self, bone)
124         static int l_get_bone_position(lua_State *L);
125
126         // set_attach(self, parent, bone, position, rotation)
127         static int l_set_attach(lua_State *L);
128
129         // get_attach(self)
130         static int l_get_attach(lua_State *L);
131
132         // set_detach(self)
133         static int l_set_detach(lua_State *L);
134
135         // set_properties(self, properties)
136         static int l_set_properties(lua_State *L);
137
138         // get_properties(self)
139         static int l_get_properties(lua_State *L);
140
141         // is_player(self)
142         static int l_is_player(lua_State *L);
143
144         /* LuaEntitySAO-only */
145
146         // set_velocity(self, {x=num, y=num, z=num})
147         static int l_set_velocity(lua_State *L);
148
149         // get_velocity(self)
150         static int l_get_velocity(lua_State *L);
151
152         // set_acceleration(self, {x=num, y=num, z=num})
153         static int l_set_acceleration(lua_State *L);
154
155         // get_acceleration(self)
156         static int l_get_acceleration(lua_State *L);
157
158         // set_yaw(self, radians)
159         static int l_set_yaw(lua_State *L);
160
161         // get_yaw(self)
162         static int l_get_yaw(lua_State *L);
163
164         // set_texture_mod(self, mod)
165         static int l_set_texture_mod(lua_State *L);
166
167         // l_get_texture_mod(self)
168         static int l_get_texture_mod(lua_State *L);
169
170         // set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
171         //           select_horiz_by_yawpitch=false)
172         static int l_set_sprite(lua_State *L);
173
174         // DEPRECATED
175         // get_entity_name(self)
176         static int l_get_entity_name(lua_State *L);
177
178         // get_luaentity(self)
179         static int l_get_luaentity(lua_State *L);
180
181         /* Player-only */
182
183         // is_player_connected(self)
184         static int l_is_player_connected(lua_State *L);
185
186         // get_player_name(self)
187         static int l_get_player_name(lua_State *L);
188
189         // get_player_velocity(self)
190         static int l_get_player_velocity(lua_State *L);
191
192         // get_look_dir(self)
193         static int l_get_look_dir(lua_State *L);
194
195         // DEPRECATED
196         // get_look_pitch(self)
197         static int l_get_look_pitch(lua_State *L);
198
199         // DEPRECATED
200         // get_look_yaw(self)
201         static int l_get_look_yaw(lua_State *L);
202
203         // get_look_pitch2(self)
204         static int l_get_look_vertical(lua_State *L);
205
206         // get_look_yaw2(self)
207         static int l_get_look_horizontal(lua_State *L);
208
209         // set_look_vertical(self, radians)
210         static int l_set_look_vertical(lua_State *L);
211
212         // set_look_horizontal(self, radians)
213         static int l_set_look_horizontal(lua_State *L);
214
215         // DEPRECATED
216         // set_look_pitch(self, radians)
217         static int l_set_look_pitch(lua_State *L);
218
219         // DEPRECATED
220         // set_look_yaw(self, radians)
221         static int l_set_look_yaw(lua_State *L);
222
223         // set_breath(self, breath)
224         static int l_set_breath(lua_State *L);
225
226         // get_breath(self, breath)
227         static int l_get_breath(lua_State *L);
228
229         // set_inventory_formspec(self, formspec)
230         static int l_set_inventory_formspec(lua_State *L);
231
232         // get_inventory_formspec(self) -> formspec
233         static int l_get_inventory_formspec(lua_State *L);
234
235         // get_player_control(self)
236         static int l_get_player_control(lua_State *L);
237
238         // get_player_control_bits(self)
239         static int l_get_player_control_bits(lua_State *L);
240
241         // hud_add(self, id, form)
242         static int l_hud_add(lua_State *L);
243
244         // hud_rm(self, id)
245         static int l_hud_remove(lua_State *L);
246
247         // hud_change(self, id, stat, data)
248         static int l_hud_change(lua_State *L);
249
250         // hud_get_next_id(self)
251         static u32 hud_get_next_id(lua_State *L);
252
253         // hud_get(self, id)
254         static int l_hud_get(lua_State *L);
255
256         // hud_set_flags(self, flags)
257         static int l_hud_set_flags(lua_State *L);
258
259         // hud_get_flags()
260         static int l_hud_get_flags(lua_State *L);
261
262         // hud_set_hotbar_itemcount(self, hotbar_itemcount)
263         static int l_hud_set_hotbar_itemcount(lua_State *L);
264
265         // hud_get_hotbar_itemcount(self)
266         static int l_hud_get_hotbar_itemcount(lua_State *L);
267
268         // hud_set_hotbar_image(self, name)
269         static int l_hud_set_hotbar_image(lua_State *L);
270
271         // hud_get_hotbar_image(self)
272         static int l_hud_get_hotbar_image(lua_State *L);
273
274         // hud_set_hotbar_selected_image(self, name)
275         static int l_hud_set_hotbar_selected_image(lua_State *L);
276
277         // hud_get_hotbar_selected_image(self)
278         static int l_hud_get_hotbar_selected_image(lua_State *L);
279
280         // set_sky(self, type, list)
281         static int l_set_sky(lua_State *L);
282
283         // get_sky(self, type, list)
284         static int l_get_sky(lua_State *L);
285
286         // override_day_night_ratio(self, type)
287         static int l_override_day_night_ratio(lua_State *L);
288
289         // get_day_night_ratio(self)
290         static int l_get_day_night_ratio(lua_State *L);
291
292         // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
293         static int l_set_local_animation(lua_State *L);
294
295         // get_local_animation(self)
296         static int l_get_local_animation(lua_State *L);
297
298         // set_eye_offset(self, v3f first pv, v3f third pv)
299         static int l_set_eye_offset(lua_State *L);
300
301         // get_eye_offset(self)
302         static int l_get_eye_offset(lua_State *L);
303
304         // set_nametag_attributes(self, attributes)
305         static int l_set_nametag_attributes(lua_State *L);
306
307         // get_nametag_attributes(self)
308         static int l_get_nametag_attributes(lua_State *L);
309
310 public:
311         ObjectRef(ServerActiveObject *object);
312
313         ~ObjectRef();
314
315         // Creates an ObjectRef and leaves it on top of stack
316         // Not callable from Lua; all references are created on the C side.
317         static void create(lua_State *L, ServerActiveObject *object);
318
319         static void set_null(lua_State *L);
320
321         static void Register(lua_State *L);
322 };
323
324 #endif /* L_OBJECT_H_ */